FAQ

Base & Daily Operations FAQ

Lag, sanity, sickness, the tech tree and resource activities — quick answers for daily base life.

How do I avoid base lag and hauling jams?

Leave lanes, watch body sizes, spread building density — don't pile everything together.

Hauling jams come from three things: crossing haul routes, big-bodied Pals squeezing narrow lanes, and facilities flush against walls or stairs breaking pathfinding. Countermeasures: keep two-plus tiles between facilities; staff high-frequency haul lines (food, raw materials) with small Pals; zone the chain as gather → process → store so traffic flows one way.

For lag: building count and active Pals both cost performance — move decorations to a secondary base and box idle Pals instead of leaving them out; both help immediately.

Pals losing sanity and striking — what do I do?

Food, beds and hot springs; rotate heavy posts before sanity collapse turns into sickness.

Sanity recovers from three things: quality food (salads beat plain berries by a mile), enough beds, and hot springs. Drain scales with job intensity — mining and handiwork posts bleed sanity fastest, so keep supplies within reach there first and run two shifts if needed.

The collapse chain is strike → sickness → line stoppage, which costs far more than proactive supply; when several Pals slack at once, check the food chest and hot spring uptime first.

How do I treat a sick Pal?

Match the medicine to the shown ailment; craft at the medieval medicine workbench or buy from merchants.

A sick Pal shows the exact ailment on its panel — feed the matching tier of medicine; the wrong one does nothing. Short of stock, wandering merchants sell basics; the long-term fix is a permanent medicine workbench, a steady herb supply line, and one medicine-suited Pal on shift to treat automatically.

Prevention beats cures: low sanity and overwork cause most illness, so the supply trio from the previous answer removes half your patients.

What should I unlock first in the tech tree?

Prioritize nodes that change base throughput and capture efficiency; weapons come after.

The priority chant: sphere upgrades > production facilities > mounts > weapons. It's about compounding — better spheres catch stronger labor and combat Pals sooner, production facilities multiply everything downstream, while a weapon only wins the next fight.

1.0 adds the ancient-civilization tier and the level-80 cap loosens total points, but the output-before-firepower order stands; short on points, hunt technique manuals and watchtower exploration rewards.

Is there a base cap? Do out-of-zone buildings decay?

Base count grows with mission progress; structures outside a base circle decay over time.

The base cap follows base-mission progress — push missions to unlock more slots. Anything built outside a base circle decays over time: throwaway climbing scaffolds are fine, but storage and infrastructure must sit inside. A common multi-base split: main base for production, a mining outpost, and a ranch base feeding the breeding kitchen.

Can I relocate a base wholesale or use templates?

No official wholesale relocation; moving = dismantle for refunds + rebuild for the new terrain.

There is no official relocation or template system. The real flow: dismantle for material refunds → retire the base → place the Palbox at the new site → lay out lines for the new terrain. Judge sites on four things: ore distance, flat area, water/temperature, and defensible terrain. With 1.0's many new building parts, rebuilding is cheaper than in EA — don't stay stuck on a bad spot out of sunk cost.

Do wild eggs respawn? Any hatching tips?

Yes, the same spots refill; hatch time follows the world-settings multiplier.

Wild egg spots do respawn — thread them into your travel routes for a steady stream of Pals and Paldeck entries, and detour for huge eggs, which often hold rare or high-potential specimens. Hatch time is governed by the world-settings incubation multiplier, adjustable in solo and on servers; incubators need their temperature requirement met (warm fire eggs, cool ice eggs) to run at full speed.

What does butchering a Pal give, and is it worth it?

Butchering rolls the same drop table again; Alpha variants drop more; breeding plus the Disassembly Conveyor makes a material line.

The mechanic (community consensus): the Meat Cleaver unlocks at tech level 12, and butchering a captured Pal rolls its full drop table one more time — capture already paid out once, so one Pal yields double, and the Paldeck entry stays. Alpha variants use a separate table: bigger quantities, guaranteed Ancient Civilization Parts, plus a rare-schematic pool — which is why catch-then-butcher on Alphas is the standard way to farm schematics and rare materials. The drops section on every Paldeck page is your butchering payout table, normal and Boss variants listed separately.

1.0 adds the Pal Disassembly Conveyor for automated butchering at base: breeding output plus the conveyor makes a steady material line (e.g. Dandilord for Ancient Civilization Cores, Whalaska for Coralum Ore). To reverse-search which Pal drops a material, use the drop search box on the Paldeck index.

Source: Community findings, pending on-site verification

How do expeditions, dungeons and bounties fit in?

Treat them as resource faucets: idle Pals run expeditions; pick dungeons and bounties by their drops.

Sort by passive versus active: expeditions are passive income — send boxed, idle Pals out for materials at zero operating cost and keep the slots always full; dungeons, bounties, oil rigs and salvage are active — run them selectively for the materials and schematics you currently lack, not as a daily checklist.

1.0 retuned dungeon layouts, rewards and chest drops — EA-era lore about which dungeon drops what no longer applies; trust what actually drops.

Other guide FAQs

1.0 Returning & Saves FAQ

First lesson for returning players: can old saves still be used, should you restart, and how to transfer and back up.

Mutation & 1.0 Breeding FAQ

Mutation odds, the four new cakes, the combo reshuffle and legendaries — the companion Q&A to the breeding calculator.

Updated: 2026-07-19; game version 1.0; site data re-extracted 2026-07-12.